Quoting Felix Nolan
A critique of AI and procedural generation in video games, arguing they create soulless, repetitive content instead of meaningful experiences.
A critique of AI and procedural generation in video games, arguing they create soulless, repetitive content instead of meaningful experiences.
The author details developing a hard mode for a Pong clone in Love2D, focusing on improving CPU AI and implementing fun alternatives.
A developer documents their progress creating a Pong clone using the Love2D framework and Lua, adding features like fullscreen mode and menus.
A developer documents their process of adding features to a Pong clone using the Love2D framework and Lua, including AI tools.
An introduction to designing games using the Lua programming language and the Löve2D game engine.
A developer's technical build log for creating Jumblie, a daily word puzzle game, covering concept, word list generation, and prototyping.
A developer's technical build log for creating 'Thirteen Potions', a JavaScript game for the js13kGames competition using Phaser.
A developer shares their experience building a Sokoban puzzle game from scratch using JavaScript, including the source code and a demo.
Argues that achieving the 95th percentile in many activities is not impressive, using examples from video games and real-world skills.
An overview of the Godot game engine, comparing it to other options and showcasing its features for 2D/3D game development.
A father shares his experience teaching his 6-year-old son to code using Pygame Zero, explaining why he chose a real programming language over Scratch.
Learn to build a basic chess AI in PHP using algorithms, chess.js for rules, and chessboard.js for visualization.
A developer shares their experience creating a web game called Flapjack Fwop, detailing the use of CSS Grid and the Web Audio API.
A personal story about how receiving a Nintendo Entertainment System as a Christmas gift in 1990 shaped the author's life and career path.
An analysis of the 2048 game's source code, focusing on its MVC architecture and the process of creating a word-based variant.
An analysis of 'sympathy crunch' and work-life balance issues at video game developer Bioware, based on archived forum posts and employee accounts.
The early development history of the online game SubSpace, from its 1995 inception to its troubled 1998 retail release.
The developer's privacy policy states they do not collect user data in their games and provides links to their Patreon and book recommendations.